/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h
Create a spec handle, filling out all fields
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Spec") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) MakeSpecHandle ( [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * InGameplayEffect, [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser, float InLevel )